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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

Darmo

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Posts posted by Darmo


  1. 3 hours ago, Bioxx said:

    I think I'm ready to say that I'm formally ditching the idea of procedural metals. Beyond just how much of a pain it would be to implement, my plan now is to allow magic to be the force that augments progression past the steel islands. That said, your ideas are still very valid in some altered fashion Stroam.

    I support this.  I was never enamored with the procedural thing, for reasons outlined previously

    I do think it'd be worthwhile though, to still have some 'fantasy level' metals.  Mithril and Adamantium are, I think, pretty universal to those who are into fantasy, and meteoric iron is pretty well known to older school D&D folks I think.  Orichalcum is a bit obscure perhaps, but it's historical.  It allows for a few different methods too.  Meteoric could be randomly scattered on the surface in small quantities in boulder-like clumps (except in island with the 'crater' feature, there might be extra-large clumps!).  Mithril could be buried down deep at 'diamond level'.     Orichalcum could generate only under large bodies of water, or even just the ocean, hence being only really obtainable via a lot of branch mining under the ocean, or use of water breath/moving magic.   And adamantium might also be buried at 'diamond level', but also only appear near lava or hot springs or other thermally active 'biomes'.    Any or all could be extra-tough, strongly encouraging the player to use alternate mining methods such as gunpowder or magic, and extra heavy necessitating minecart action. 

    They could either be metals in and of themselves, or addons that enhance physical properties and/or enchantments power/max level of steel.  And each could require their own processes and recipes either way.  I think fantasy metals would be great to add value to some of the oddly non-valuable metals of TFC1.  Gold and platinum for instance.  And since these metals would be replacing black/red/blue steel, silver and garnierite will need new 'homes'. Basically a few fantasy metals would allow there to be use for the useless, and continued use for low-tier metals like zinc, bismuth, and cassiterite.  And they don't even all have to be actual ingredients of the new fantasy metals.  Some could be use to make quenching baths (that might be a good use for lead and the bronze additives).  They'd get used up in the process of making, but not be an actual part of the final result.  Some could be post-process.  Powdered and sintered to the surface, for instance.  I think having new processes for these metals, that aren't beholden to real-life processes (and so avoiding people coming in and nit-picking over how a process isn't 'realistic') is a great opportunity for fun, and use of mechanical power.

    It might be interesting if the metals affected the magic that can be added to the tool/weapon.  So steel can only accept low tier magics, mithril next, orichalcum higher yet, and adamantine accepting the highest tier enchantments.  Or they might just each have their own properties.  mithril enhances cold and illusion magic, orichalcum electric and summoning, and adamantine fire and transmutation.   Meteoric iron can be added in small quantities (5-10%?) to other metals to enhance damage and durability, but if made into it's own metal (90% MI) it can enhance magic with changes speed and weight.   Maybe even all four could have admixture properties, and then primary properties.  So addmixtures of mithril reduce item weight, meteoric iron movements speed (armor) or swing speed (weapon), orichalcum durability, and adamantium damage in weapons and durability in armor.  There could be three 'tiers' of magic accepting weapons and armor.  Steel would be the lowest tier(s), steel with fantasy admixtures one or two tiers higher, and the pure fantasy metals the highest.  There's just so many options for ways to handle it all!

    In summary, I think it's a good idea to ditch the procedural thing, but I still think it'd be good to add a defined amount of fantasy metals, to keep metallurgy important.  At least the historical/established fantasy ones, since people are familiar with them.  But even totally new ones if use can be devised for them. 

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  2. There's only really two methods  - run around looking at exposed host rock, or blanket pro-picking.  Don't do exploratory mining tunnels, that's a waste of time.  You need to be able to cover lots of ground fast, and mining is not that.  Graphite is not as common as other ores, but at least it spawns in four host rocks (god help you when you start looking for garnierite - I hope you're taking notes on where the gabbro is). 

    You may have to cover a very large area to find it exposed in a rock face, and be very observant.  Obviously this will work better in hilly and/or treeless areas - I would not bother going for observation in heavily forested areas if the dominant trees have low foliage (like willows).  You may need to cover a thousand block square area looking for it exposed.  I'm not sure where you heard this 115-128 being the best level.  I've never heard that, and its definitely not worth mining at this level for some minor bonus.  It's all about covering ground.

    If that doesn't turn anything up, then you need to blanket propick.  You need to be VERY systematic about it.  Don't just do it every 100 blocks or something.  Since the propick radius is 12, it's best to take a reading every 30 blocks or so, though you'd probably be ok at 50, as veins are very wide (this is just rough, don't bother counting it out).  Make yourself a bunch of propick heads and go camping.  Pick a sector, travel east-west or north-south in scan lines, propicking every 30-ish blocks, and with your scan lines 30-ish blocks apart.  Or whatever you have the stomach for.   You will find it eventually.  It's more efficient if you can combine blanket propicking with observation, but there's probably a higher chance you'll do one or the other less well, because one method you're looking up and around, and the other you're looking at the bottom left of the screen.

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  3. I agree with Mort, I also look for unique terrain features to build on/around.  And to clarify from my earlier post, in the small scale, I don't think every formation needs to be some bizarre sculpture or arch.   Just really huge lumpy boulders would do a lot I think.  anywhere from 3 to 10 meters tall or so.  Might be cool if they could sometimes have a pocket or two of soil, on which trees could grow.  The existing rubble fields below cliffs are a great start, but I'd like to see more variety of sizes, and for them to occur in other-than-cliff areas.  I'd think the 'peak' of the island would be a good candidate.   Fields of small (but taller-than-player) boulders could be suspenseful as you'd never know what monster may be just on the other side.  Such areas might be harder to bow spam in.  If there were a hex flag such as 'boulder field' that denoted these areas, mobs could be made to specially spawn there, I'd think. 

    Spoiler

    boulder09234imrs.php.jpgboulder0394039j49images.jpgboulder8378552229_a8b786988e_b.jpgboulderfixedw_large_4x.jpgboulderKalalauLastBeach.jpgBoulders_A07492_600.jpgboulders45643563t5.jpgboulders-on-the.jpgboulderswodmtn1b.jpg

     

     

     

     

     

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  4. In terms of large-scale features, I would like to see Badlands on some desert islands, having lots of strange small-scale rock formations.  These would be stone, jutting up from the surrounding sand.  With maybe some sandless blowouts in areas.  Even an area that has just a huge amount of mostly above-ground boulders - like the boulders from TFC1 that dotted the landscape - would be neat.  Formations that have a 'cap' stone might have that cap stone be a stone type actually different from the prevailing island stone, perhaps. (just let me know if I'm using too many pictures)

    Spoiler

    0f21676e9e29391e9acbb48a216d394a.jpg3bdd68ac2369e23896e24348bf55a9a0.jpgah-shi-sle-pah.jpgAlNaslaaRockFormation.jpgStrange-Rock-Formations.jpgfd4399c951d1eabe0421abddc477f159.jpg

     

     

     

    Then, at the larger scale, you can have entire regions of spires.  Bryce canyon in Utah has a dense amount of 'spire-like' formations.  I think the existing spires were on the right track, but they're too pencil-thin, and too scattered, and the bulges are sometimes a bit odd.  Zhangjiaje Park in China is an example of a spire formation area with lush vegetation, rather than desolate.  I think that perhaps if spires took an entire hex, and went very high, tapering some as they rose, that might work better.  There can also be other large-scale stone formations, perhaps forming ridges some spires as part of them.  Don't forget to add natural archest through them sometimes. 

    Spoiler

    arches-np-6.jpg

    6a00d83451b96069e2017d3c10aef8970c.jpg5_natural-forest-park-of-zhangjiaje-china.jpgBryceCanyonUtah.jpg

     

    Similarly, ocean arches, where steep cliffs enter the ocean.  I'd like to see more areas where the ocean just meets steep cliffs.   And once in awhile in these types of area, there could be arches or large spires rising from the ocean.  Even just large bouldery mounds out in the ocean would help.  It's very plain out there.  If you make something like the Iron Isles castle Pyke appear, people will build on it.
     

    Spoiler

     

    1200px-Durdle_Door_Overview.jpg126245948.jpgkenai-fjords-national-park-window-rock-is-an-extremely-unusual-natural-rock-formation-in-kenai.jpgMaltaAzureWIndow9-9.jpgnatural-arch-rock-formation-3982444.jpgp2060163.jpgStack-at-Selwicks-Bay-Flamborough.jpgStrange-Rock-Formations-03.jpg

     

     

     

     

    On cliff faces where a river runs over in a large waterfall, undercut the cliff face at the bottom, and make another lake there, making a waterfall grotto.  Make there be a chance for caves to proceed from this grotto, and maybe the water extends back several cave hexes.
     

    Spoiler

     

    waterfallCave43453453.jpg29202166-Natural-water-sources-Due-time-Biodiversity-geological-formation-a-rich-source-of-learning-The-sourc-Stock-Photo.jpgwaterfallCavebs_hh2013_084.jpg

     

    That's probably enough pictures.   I agree with earlier posters in that I'd like to see a more craggy and mountainous center of the island.  It may be that the player just can't perceive the mountainous nature of the island as a whole, because they can't see enough of it at one time.   But perception counts for a lot, so I think more craggy terrain that shows up within a player's field of view would help - this is of course, on islands that are intended to be mountainous.  I've never really been able to perceive very well the various peaks (peaks, sharp peaks, even sharper peaks).  

    Right now it seems like islands max out at around 160 elevation.  Am I mistaken or is there still another 90-ish elevation available above that?  I want to see some above treeline areas with maybe alpine meadows, and surmounted by bare rock, scrub bushes, and rare animals/plants/minerals. 

    Oh, and what about hot springs?  Just not implemented yet?

    Also, occasionally desert islands that are truly barren, no rivers, just a handful of oasis.  On an island like this, there would actually be a reason for a coded well structure!

    I think it would be great if once the player proceeds east/west far enough, fantasy-type landscapes can start to show up.  Entire islands composed of nothing but craggy pillars jutting from the ocean (and fallen pillars as well).  Islands with enormous cliff faces, and huge eroded caverns filled with ocean, that you can sail into one side of the island, and out the other.  Floating islands.  Volcanic islands (that is, if none exist already - I haven't found any).  

     

     

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  5. I'm with Stroam, in addressing it other ways, since this is only really an issue on the spawn island I'd say.  Maybe the spawn island is just never allowed to have the 'cliffs' feature, or whatever it is that makes those really high beach cliffs.  Require that hexes within a certain radius of spawn have no more than 'x' elevation difference from on to another?  There could even be an 'easy mode' start where the player starts with 'ship wreckage' nearby, that includes a chest with some ladders and other basic stuff. 

    I guess I kind of see climbing as 'cheaty', but that's me.   

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  6. I like the idea as a town thing on multiplayer servers.  It would definitely set towns apart.   Single player, not so interesting for me.

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  7. Right now there's really only one version - the 79.28 version under the 'download' link at the top of the page.  Which is for use with 1.7.10 vanilla MC. 

    The new version of Terrafirmacraft - TFC2 - is still in very early alpha and has almost no gameplay yet.  The changes that Mojang made to vanilla minecraft in 1.8 required a total re-write of the mod.  This is why the only 'full featured' version of TFC is only available for 1.7.10.   Bioxx has been keeping the new version - TFC2 - up to date with the latest vanilla versions, so there is no TFC of any sort available for 1.8 to 1.10.  Your only choices are 1.7.10 (the original TFC, or TFC1), or 1.11.2 (TFC2). 

    Now as for what mods for TFC1 might be best, that's another thing entirely.

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  8. Still have that errant stepped palm tree appearing one in awhile.  Also palm trunk destruction particles have the no-texture purple-black look.

    In the desert, I found an incident of a cactus spawning on top of tackweed.
    Had an incident of two rivers merging and forming a higher level intersection:

    Spoiler

     

    2017-04-14_21.21.54.png

     

     

    Also, that screenshot of the higher merge, that's a temperate climate island at tropical Y.  Is there really some part of the world that has a temperate climate, but lies on the equator, irl?  It seems a was to have temperate way down there.  Seems disappointing - I mean, if you're at the equator, you're probably looking for tropical or at least sub-tropical climate. 
    And finally, a couple more river portals.  One is bridging the river entirely.  It happens more than one might expect, it seems!

    Spoiler

    2017-04-14_21.30.55.png2017-04-14_21.06.29.png

     

    As an aside, I wonder if it might be a good idea to give portal structures more height?  I'm not sure if the goal is to make them hard to find or not, but I've seen a couple that were so hidden by trees, I never would have seen them if not for the biome map.  It seems like it might frustrate players who are just ready to move to the next island, if they can't find a portal.

     

     

     

    2017-04-14_20.21.19.png

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  9. I applaud the simplification.  I don't think weight is likely to factor very heavily into the equation, given all the stuff a player must carry.  I think the carry limit will likely be rather high.  So the 2kg separating spear (both single handed) and short spear, probably will favor the spear in almost all cases, given its superior reach and damage.  I'd get rid of one of them probably.

    I'd take warhammer over mace any day for 500 more grams and .2s slower. 

    Maul at +3 damage vs Great mace, cons .4s slower an d+4 kg, seems worth to me.  But I could be wrong

    I think your maces and hammers are pretty redundant - morning star excepted of course, being 1 of only 3 single handed melee piercing weapons (or 1 of 2, if one of the spears gets removed).  That is, *serious* weapons.  Yes, I'm looking at *you* dagger/knife.

    I do wonder though, what's going to be the graphical difference between a mace and morning star?  A few spikes?  I don't think any chain-using weapons are going to be a good idea, given minecraft's limited rendering ability.  What if instead of morning start you did a rapier?  Or ditch short spear, and make regular spear 2-handed?  Just a thought.

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  10. Finally took a trip down to the tropics!  Found a very suspect palm.  Might want to nix that blueprint from palms!  I love the feel of the tropics though.  The Kapoks are so different from other trees, and then the palms of course, love em!  Makes me want palm frond thatching. 

    Spoiler

    2017-04-13_20.56.13.png

    Later found a portal that spawned in a river hex.  It's pretty ok in this case, but I wonder if portals maybe shouldn't spawn in river hexes, or if portals come first, maybe rivers should be prevented from flowing through portal hexes?  It's not a huge deal though.  They are magic after all!

    Spoiler

     

    2017-04-13_21.13.37.png

     

    And finally, I was wondering if the way cliffs generate with pockets of soil is intentional?  It seems weird to me.  I love the exterior look, with uneven stone parapets, but if you remove the dirt you have these weird little ditches, that could actually make convenient early days hiding spots, but just seem odd.  I feel like it'd be better if these cliff face dirt/sand blocks could be limited to 1 block deep.  The 'parapet' is definitely necessary to keep sand in place - although it would be interesting seeing the sand drifts that develop at the base of cliffs if deserts didn't have the parapet.  They'd just be stark wind-blown stone cliffs, which wouldn't be bad for a desert.

    Spoiler

     

    2017-04-13_20.54.05.png

     

     

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  11. I've been trying to decipher what the biome map means, and not having a lot of success.  I thought maybe they were moisture related, but couldn't see any hard correlation between the F3 moisture data and the hexes, except maybe very broadly.  If they are terrain related, and the grey are supposed to be 'mountains', they're very subtle mountains.  If I had one big complaint about the world gen thus far, it's that there's not really any dramatic peaks or rock formations.  Nice cliffs and gorges sometimes, but the central areas of the maps are not a lot discernible from the periphery for the most part, imho.   Was wondering if we could get a clue as to what some of the biome hexes are, or represent in general.  Here's the key I have so far:

    MapKey.png

    The "desert insland" and "desert coast" also appear on temperate maps, I mainly put the "desert" designation to show they are the primary two hexes that desert maps are composed of.

     

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  12. Just for reference back to previous discussion, see the "Regional Difficulty" thread from 2015.

    I can say that with regard to hexes, I remember Bioxx saying something about this having a lot to do with rivers.  Basically in order for rivers to path correctly they need to generate from the centers of whatever shape.   otherwise severe height differences between shapes cause problems.  So, you can have rivers travel at 90 degree angles, or 60 degree angles.  60degree is obviously better.  I'm not sure what else might factor into the decision. 

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  13. 1 hour ago, Allekatrase said:

    It's the ocean.  There were streams running to the edge all over the place but they all stopped, defying physics instead of being waterfalls.  The next island I went to was almost entirely covered with desert highlands but had green valleys with lakes and streams cutting through it.  It looked amazing.

    Ya, Bioxx has already said that the water not falling thing is more a problem with vanilla water mechanics and is low priority.  You can force it to update by just replacing a piece of water with a torch or something.  So really it's fixable by the player, in areas where it's important to them.

    I agree the desert valleys are pretty nice.  It looks like those two streams in your picture did their falling water pretty well.  I too kind of hope there's be some sand noise introduced around the edges of the green hexes.  Not a huge deal though.  What bugs me more is that the trees  that show up in desert valley hexes sometimes seem very at odds with the desert.  You picture in particular captures it for me - I'm not aware of anywhere that conifers like that grow near sandy desert environs.  They're usually more stunted I think.  If not already the case, I'd suggest restricting desert island trees to the smallest size category, if nothing else.  Now if there is ever a 'badlands' island type (or sub-area of desert islands) that would go better with more trees I think

    @MiaMia  I actually love the grass on stone.  It's a bit like moss.  I think it tends to blend things better, so it's not always stark differences.

     

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  14. 7 hours ago, Allekatrase said:

    I don't know if there's a trick to getting water to flow during worldgen but I ended up on an island with short cliffs into the ocean in many places and where the streams ran to the edge they didn't flow over the edge.

    Is that a freshwater lake, or the ocean?   I like it whatever it  is.  I think it's good to have something other than beach sometimes.

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  15. So having generated several biome maps, I discovered that the island layouts are exactly the same east-west.  All internal swamps and lakes are also exactly the same.  Portal locations differ (the red hexes are just the hex you're in when you generate the map), and rivers and heights are different, though for all I know the heights may have to do with the islands having different terrain features.   It also generated the spawn island biome map to look like desert, when it in fact was not desert.  World seed is  -3064229721071771081.  The middle series of islands in this map has the largest swamp I've seen yet, btw.  Has several trees scattered out in the swamp, which I think is good and should perhaps happen more.

    Spoiler

    teleportingCOMPOSITE-Smaller.jpg

     

    Also, when rivers enter swamps, there's some rough voids that go on.  I know water issues aren't a high priority, but just thought this might have more to do with the swamp generation, than with water behavior itself.

    Spoiler

    2017-04-10_23.16.20.png

    2017-04-10_23.11.30.png

     

     

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  16. That map you posted Bioxx, I see on the southwest there appears to be a tributary system with 6 sources?!  I'm wondering if it's 7 blocks wide at the end.  I would love to have that seed, to check that out.  I've never seen more than three steams feed together I think.   Do the hexes track the steam size?  So in theory, if water wheels were a thing, could one require they be built in a 'level 3' or greater stream hex in order to work?  Level being the number of sources contributing?  Or one big lake-to-ocean river, which from what I've seen would be level 7 in size?  That way a player couldn't just build them on any old water source...

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  17. 10 minutes ago, The0newithnogame said:

    forgive my ignorance, on the image Bioxx linked to, what are the yellow and red hexes?

    I'm going to guess yellow is gates (note there are four), and red is maybe a dungeon?

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  18. I'm familiar with the origin story of the creeper model.  It's funny to me he didn't want to 'throw away' a model that - at least with proper modeling program - would take about 5 minutes to make.   I'm just saying they make no sense at all.  The best I could rationalize them would be as a necromancer cobbling together corpses with explosives inside.  Though somehow we never do find Zakuro.  I do think it'd be fun to have entire islands controlled by necromancers and their minions.

    As for the goblin sappers, that's not my idea of course.  Makes more sense than creepers though, to me.  Goblins and orcs are so ubiquitous in fantasy it's hard for me to imagine them not ending up in TFC2 in one form or another.  As I understand it, from way back when, the idea is that there will be dungeons or strongholds that control different parts of the islands, and you have to defeat the 'boss' in them to unlock the ability to place or destroy blocks in that area.  So ya, enemy camps are pretty much already planned as I understand it.   It would definitely be interesting if they could respawn in a more minor form though, even after the main stronghold is destroyed.

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  19. 5 hours ago, Konlii said:

    That's a fair point and probably the smart way to go, but where is the theme in having zombies, bow-wielding animated skeletons, and mutant green explodey-pigs?

    That's legacy stuff from vanilla minecraft.  Granted, possibly the most successful, most poorly planned game ever, so I mean, who needs a theme right?  But my own hope is that as TFC2 matures, those things will be much more limited, to logical scenarios.  Though creepers are pretty hard to logic, imo.  Suicidal powder-keg carrying goblins?

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  20. For me on the other hand - coming from my Dungeons and Dragons background - trolls are lanky terrifying regenerating beasts that you can only kill with fire or acid, and have no special relationship with stone or sunlight.   I didn't mean to say that referencing an existing ouvre is bad - it's actually a good game strategy, because your audience can immediately have familiarity (Orcs are evil pig-nosed humans.  Dragons breath fire and hoard gold.  Dwarves speak with a Scottish accent) which from a roleplaying and immersion standpoint allows them to more easily 'slot in' to the world.  I was just pointing out it doesn't have to be that way, and moreover there are many ouvres to choose from.  

    One way the devs could go is just say 'hey modelers, show us what you got'.  And we'd each go with our personal favored stuff, and it could end up rather chaotic and incoherent.

    Another way, they could give a setting to pull from.  Tolkien, D&D, Discworld, Classical Greek, etc.  Should give a more coherent experience, though some settings would have an inherently limiting selection.

    Or there could be an idea.  'Guys, we're picturing a war between humans, fey, and devils.  Go to work'.  That sort of would allow us to cross several ouvres, but still work toward a coherent theme. 

    I guess I'd prefer to see some kind of coherence, if not a theme/story, rather than just whatever enters our heads.  But we'll see.

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  21. 1 hour ago, Strait Raider said:

    Ocean water glitches might sometimes be related to decoration spawns. I found this area with lots of broken sugar cane in it (picked most of them up before I thought to screenshot)

    I'd guess it's due to the new sand physics.  If you hadn't noticed, sand now falls if it has *any* potential lower adjacent spot.  It's no longer supported by two or even three adjacent blocks.  All it takes is a block update.   So there's a chance that there was sand in those spots, with reeds on top, and there was a empty trench adjacent, and the whole row of sand fell into it.  Maybe.

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  22. 1 hour ago, CJHKing2 said:

    Was exploring in Creative mode with JourneyMap and had the following crash:

    I think Konlii reported the same crash earlier.  It seems to be a problem with the new tree types.  Probably best to not try to go to the tropics until Bioxx resolves it.

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